//================== ANIMATIONS ==============================================================		


//--- Long Shot ----------------------------------------------------------------------------
		AnimationState			= FIRING_E			
			Animation
				AnimationName	= GURanger_BMB2
				AnimationMode   = LOOP								// loop it, because this looks better than just stopping immediately after.
				AnimationSpeedFactorRange	= 2.0 2.5
				AnimationBlendTime = 30
			End
		End
//----------- Flying through air -------
		
		AnimationState						= THROWN_PROJECTILE WEAPONSTATE_CLOSE_RANGE
			Animation						= FLYA
				AnimationName				= GURanger_FLYB
				AnimationMode				= LOOP
			End
		End

		AnimationState						= THROWN_PROJECTILE
			Animation						= FLYA
				AnimationName				= GURanger_FLYA
				AnimationMode				= LOOP
			End
		End
		
		AnimationState						= PASSENGER FREEFALL WEAPONSTATE_CLOSE_RANGE
			Animation						= FLLB
				AnimationName				= GURanger_FLLB
				AnimationMode				= LOOP
			End
			StateName						= Sword
		End
		
		AnimationState						= PASSENGER FREEFALL	;;;;GIANT BIRDS GIVE BOTH WHILE CARRYING VICTIMS
			Animation						= FLLA
				AnimationName				= GURanger_FLLA
				AnimationMode				= LOOP
			End
			StateName						= Bow
		End
		
		AnimationState						= FREEFALL WEAPONSTATE_CLOSE_RANGE
			StateName						= STATE_Freefall
			Animation						= FLYB
				AnimationName				= GURanger_FLYB
				AnimationMode				= LOOP
				AnimationBlendTime			= 10
				AnimationSpeedFactorRange	= 0.7	0.7
			End
		End
		
		AnimationState						= FREEFALL
			SimilarRestart					= Yes
			StateName						= STATE_Freefall
			Animation						= FLYA
				AnimationName				= GURanger_FLYA
				AnimationMode				= LOOP
				AnimationBlendTime			= 10
				AnimationSpeedFactorRange	= 0.65	0.65
			End
		End
		

		AnimationState					=	STUNNED_FLAILING 
			Animation					=	StunFlail
				AnimationName			=	GURanger_FLYA 
				AnimationMode			=	LOOP
				AnimationSpeedFactorRange	= 0.4 0.6
			End
			Flags						=	RANDOMSTART
		End

//----------- Dying -------

		AnimationState						= DYING DEATH_2
			Animation
				AnimationName				= GURanger_IDLA
				AnimationMode				= LOOP
				AnimationBlendTime			= 10
			End
		End

		AnimationState						= DYING BURNINGDEATH
			Animation
				AnimationName				= GURanger_DIEA
				AnimationMode				= ONCE
				AnimationBlendTime			= 10
			End
		End
		AnimationState						= DYING SPLATTED WEAPONSTATE_CLOSE_RANGE
			Animation						= Splattered
				AnimationName				= GURanger_LNDB
				AnimationMode				= ONCE
			End
		End

		AnimationState						= DYING SPLATTED
			Animation						= Splattered
				AnimationName				= GURanger_LNDA
				AnimationMode				= ONCE
			End
		End

		AnimationState						= DYING WEAPONSTATE_CLOSE_RANGE
			Animation						= Die
				AnimationName				= GURanger_DIEB
				AnimationMode				= ONCE
			End
		End

		AnimationState						= DYING
			Animation						= Die
				AnimationName				= GURanger_DIEA
				AnimationMode				= ONCE

			End
		End

		AnimationState						= BURNINGDEATH
			Animation
				AnimationName				= GURanger_MFDA
				AnimationMode				= LOOP
				Distance					= 20
			End
		End

		AnimationState						= PARALYZED
			Animation
				AnimationName				= GURanger_IDLC
				AnimationMode				= LOOP
			End
		End

//------ Stunned anims -----------
		AnimationState						= STUNNED_STANDING_UP WEAPONSTATE_CLOSE_RANGE
			Animation						= GTPA
				AnimationName				= GURanger_GTPB
				AnimationMode				= ONCE
				AnimationSpeedFactorRange	= 0.7 1.1
			End
		End

		AnimationState						= STUNNED_STANDING_UP 
			Animation						= GTPA
				AnimationName				= GURanger_GTPA
				AnimationMode				= ONCE
				AnimationSpeedFactorRange	= 0.7 1.1
			End
		End

		AnimationState						= STUNNED WEAPONSTATE_CLOSE_RANGE
			Animation						= Stun
				AnimationName				= GURanger_LNDB
				AnimationMode				= ONCE
			End
		End

		AnimationState						= STUNNED 
			Animation						= Stun
				AnimationName				= GURanger_LNDA
				AnimationMode				= ONCE
			End
		End
				
				
// -------- Attacking With Sword ------------
	
		AnimationState        =  FIRING_OR_PREATTACK_B 
			Animation           = ATKD
				AnimationName     = GURanger_ATKA
				AnimationMode     = ONCE
				UseWeaponTiming		= Yes
			End
			Animation           = ATKE
				AnimationName     = GURanger_ATKB
				AnimationMode     = ONCE
				UseWeaponTiming		= Yes
			End
            //FXEvent	= Frame:21 Name: FX_WhatHitEffectDoesTheRangerWantToUse???
    		StateName           = STATE_Sword
			BeginScript
				CurDrawableHideSubObject("arrow")
				CurDrawableHideSubObject("arrownock")
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_SwitchToSwords") end
			EndScript
		End

//---------------------------------------------------
		;New style firing
		AnimationState						= PREATTACK_A 
			StateName						= STATE_Firing
			Animation						= ReadyToDrawn
				AnimationName				= GURanger_ATKD1
				AnimationMode				= ONCE
				UseWeaponTiming				= Yes			; ;// UseWeaponTiming plus random weapon field equals desync.  Leaving as warning
				; ; AnimationSpeedFactorRange	= 1.5 1.5		// Therefore, this is all you get.  A slight speed up so that the animation can always finish before any possible random value Design sets the range for
				AnimationBlendTime			= 10			
			End
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
			EndScript
		End


		AnimationState						= FIRING_OR_RELOADING_A
			StateName						= STATE_Firing
			Animation						= OneFrameOfShooting
				AnimationName				= GURanger_ATKD2
				AnimationMode				= ONCE
				UseWeaponTiming				= Yes			; ;// UseWeaponTiming plus random weapon field equals desync.  Leaving as warning
				; ; AnimationSpeedFactorRange	= 1.0 1.0	// Therefore, this is all you get.  A slight speed up so that the animation can always finish before any possible random value Design sets the range for
				AnimationBlendTime			= 0			// Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
			End
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
			EndScript
		End

		AnimationState						= PREATTACK_C
			StateName						= STATE_Firing
			Animation						= ReadyToDrawn
				AnimationName				= GURanger_ATKD1
				AnimationMode				= ONCE
//				UseWeaponTiming				= Yes			// UseWeaponTiming plus random weapon field equals desync.  Leaving as warning
				AnimationSpeedFactorRange	= 1.5 1.5		// Therefore, this is all you get.  A slight speed up so that the animation can always finish before any possible random value Design sets the range for
				AnimationBlendTime			= 10			
			End
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
			EndScript
		End

		AnimationState						= FIRING_OR_RELOADING_C
			StateName						= STATE_Firing
			Animation						= OneFrameOfShooting
				AnimationName				= GURanger_ATKD2
				AnimationMode				= ONCE
//				UseWeaponTiming				= Yes			// UseWeaponTiming plus random weapon field equals desync.  Leaving as warning
				AnimationSpeedFactorRange	= 1.0 1.0		// Therefore, this is all you get.  A slight speed up so that the animation can always finish before any possible random value Design sets the range for
				AnimationBlendTime			= 0				// Must be 0 blend time otherwise the arrow will linger for the duration of the blend!
			End
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
			EndScript
		End
		;End New style firing
//---------------------------------------------------


// --------- MOVING ------------	

		AnimationState					= MOVING EMOTION_TERROR
			Animation					= Terror
				AnimationName			= GURanger_RUNC
				AnimationMode			= LOOP
				Distance				= 26
			End
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
			EndScript
		End

		AnimationState						= MOVING WEAPONSTATE_CLOSE_RANGE
			StateName						= STATE_Sword
			Animation						= RunWithSword
				AnimationName				= GURanger_RUNB
				AnimationMode				= LOOP
				Distance					= 28
			End
			BeginScript
				CurDrawableHideSubObject("arrow")
				CurDrawableHideSubObject("arrownock")
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Bow" then CurDrawableSetTransitionAnimState("TRANS_Bow_To_Sword") end
			EndScript
		End

		AnimationState						= MOVING
			StateName						= STATE_Bow
			Animation						= RunWithSword
				AnimationName				= GURanger_RUNA
				AnimationMode				= LOOP
				Distance					= 28
			End
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_Sword_To_Bow") end
			EndScript
		End

//-------- Persistant firing (keep bow drawn ) ------------
		AnimationState					= CONTINUOUS_FIRE_MEAN

			StateName					=	STATE_Firing
			Animation					=	HangFrameWhileCoasting
				AnimationName			=	GURanger_ATKD2
				AnimationMode			=	MANUAL
			End
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
			EndScript
		End
		
		AnimationState						= CONTINUOUS_FIRE_SLOW
			StateName						= STATE_Idle
			Animation						= PutAwayArrow
				AnimationName				= GURanger_ATKD3
				AnimationMode				= ONCE
			End
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
			EndScript
		End


// --------- Click and Hit Reactions ------------	
;		AnimationState						= HIT_REACTION
;			Animation						= Hit_Level_1_a
;				AnimationName				= GURanger_HITA
;				AnimationMode				= ONCE
;			End
;			BeginScript
;				CurDrawableShowSubObject("arrow")
;				CurDrawableShowSubObject("arrownock")
;			EndScript
;		End


//------------- EMOTIONS ------------------------------------------------
		AnimationState						= EMOTION_AFRAID WEAPONSTATE_CLOSE_RANGE
			ShareAnimation					= Yes
			StateName						= STATE_Sword
			Animation						= FearWithSword
				AnimationName				= GURanger_FERB
				AnimationMode				= LOOP
			End
			BeginScript
				CurDrawableHideSubObject("arrow")
				CurDrawableHideSubObject("arrownock")
			EndScript
		End
		AnimationState						= EMOTION_AFRAID
			ShareAnimation					= Yes
			StateName						= STATE_Bow
			Animation						= FERA
				AnimationName				= GURanger_FERA
				AnimationMode				= LOOP
			End
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
			EndScript
		End
		
		AnimationState						= EMOTION_TAUNTING
			ShareAnimation					= Yes
			Animation						= Taunting
				AnimationName				= GURanger_TNTA
				AnimationMode				= ONCE
			End
			Animation						= Taunting2
				AnimationName				= GURanger_TNTB
				AnimationMode				= ONCE
			End
			Flags							= RANDOMSTART RESTART_ANIM_WHEN_COMPLETE
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
			EndScript
		End

		AnimationState						= EMOTION_POINTING WEAPONSTATE_CLOSE_RANGE
			Animation						= Point
				AnimationName				= GURanger_PNTA
				AnimationMode				= LOOP
			End
			Flags				= RANDOMSTART
			BeginScript
				CurDrawableHideSubObject("arrow")
				CurDrawableHideSubObject("arrownock")
			EndScript
		End
		AnimationState						= EMOTION_POINTING
			Animation						= Pointing1
				AnimationName				= GURanger_PNTA
				AnimationMode				= LOOP
			End
			Flags						= RANDOMSTART
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
			EndScript
		End

		AnimationState						= EMOTION_CELEBRATING WEAPONSTATE_CLOSE_RANGE
			Animation						= &&CHEER WITH SWORD&&
				AnimationName				= GURanger_IDLA
				AnimationMode				= LOOP
			End
			BeginScript
				CurDrawableHideSubObject("arrow")
				CurDrawableHideSubObject("arrownock")
			EndScript
		End
		AnimationState						= EMOTION_CELEBRATING
			ShareAnimation					= Yes
			Animation						= CHRA
				AnimationName				= GURanger_CHRA
				AnimationMode				= Once
			End
			Animation						= CHRB
				AnimationName				= GURanger_CHRB
				AnimationMode				= Once
			End
			Flags							= RESTART_ANIM_WHEN_COMPLETE
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
			EndScript
		End
		
		AnimationState						= EMOTION_ALERT
			StateName						= STATE_Alert
			Animation						= Alert
				AnimationName				= GURanger_IDLA 
				AnimationMode				= ONCE
			End
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
				;Prev = CurDrawablePrevAnimationState()
				;if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_SelectedToAlert") end
			EndScript
		End

		AnimationState						= RAISING_FLAG	
			ShareAnimation					= Yes
			Animation						= CHRA
				AnimationName				= GURanger_CHRA
				AnimationMode				= Once
				AnimationSpeedFactorRange	= 0.9 1.1
			End
			Animation						= CHRB
				AnimationName				= GURanger_CHRB
				AnimationMode				= Once
				AnimationSpeedFactorRange	= 0.9 1.1
			End
			Flags							= RESTART_ANIM_WHEN_COMPLETE
		End
	
	//--------- selected animation -----------------------------
	
		AnimationState						= SELECTED
			StateName						= STATE_Selected
			Animation						= Selected
				AnimationName				= GURanger_IDLD 
				AnimationMode				= LOOP
			End
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
				;Prev = CurDrawablePrevAnimationState()
				;if Prev == "STATE_Bow_Idle" then CurDrawableSetTransitionAnimState("TRANS_IdleToSelected") end
			EndScript
		End

	//---- Idle Animation State ---------------------------------------

		IdleAnimationState
			StateName						= STATE_Bow_Idle

			Animation						= IdleBowG
				AnimationName				= GURanger_IDLC
				AnimationMode				= ONCE
				AnimationPriority			= 6
			End
			Animation						= IdleBowG ;Double up because animations never choose the same one twice in a row.
				AnimationName				= GURanger_IDLC
				AnimationMode				= ONCE
				AnimationPriority			= 6
			End
			Animation						= IdleBowG
				AnimationName				= GURanger_IDLF
				AnimationMode				= ONCE
			End
			Animation						= IdleBowF
				AnimationName				= GURanger_IDLG 
				AnimationMode				= ONCE
			End
			
			Flags							= RESTART_ANIM_WHEN_COMPLETE
			
			BeginScript
				CurDrawableShowSubObject("arrow")
				CurDrawableShowSubObject("arrownock")
				Prev = CurDrawablePrevAnimationState()
				if Prev == "STATE_Sword" then CurDrawableSetTransitionAnimState("TRANS_Sword_To_Bow") end
				if Prev == "STATE_Selected" then CurDrawableSetTransitionAnimState("TRANS_AttentionToIdle") end
			EndScript
		End

//---transitions--------------------------------------------
		TransitionState						= TRANS_Bow_To_Sword
			Animation						= DrawSwords
				AnimationName				= GURanger_STHA
				AnimationMode				= ONCE
				AnimationSpeedFactorRange	= 0.9 1.1
			End
		End

		TransitionState						= TRANS_Sword_To_Bow
			Animation						= DrawBow
				AnimationName				= GURanger_STHB
				AnimationMode				= ONCE
				AnimationSpeedFactorRange	= 0.9 1.1
			End
		End
		
		TransitionState       = TRANS_IdleToAttention
			Animation           = ATNA
				AnimationName     = GURanger_ATNA
				AnimationMode     = ONCE
			End
		End
		
		TransitionState       = TRANS_AttentionToIdle
			Animation           = ATND
				AnimationName     = GURanger_ATNA
				AnimationMode     = ONCE_BACKWARDS
			End
			Flags				= START_FRAME_LAST
		End

		TransitionState       = TRANS_IdleToAttention
			Animation           = ATNA
				AnimationName     = GURanger_ATNC

				AnimationMode     = ONCE
			End
		End
		
		TransitionState       = TRANS_AttentionToIdle
			Animation           = ATND
				AnimationName     = GURanger_ATNC
				AnimationMode     = ONCE_BACKWARDS
			End
			Flags				= START_FRAME_LAST
		End
